Ilmarë GalenAmber Tresca
Bard 5/Fighter 2/Keeper of the Cerulean Sign 2OsalikeneChaotic Good
CLASS RACE ALIGNMENT DEITY
9Medium; Face 0.5ft. by 0.5ft.; Reach 0ft.; 100Female4' 10"110 lbs.VioletSilver
LEVELSIZEAGEGENDERHEIGHTWEIGHTEYESHAIR
4368245000
1318
Current XPXP for Next LevelXP RemainingIn Game XP Gained
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
11+0

DEX
16+3

CON
12+1

INT
14+2

WIS
8-1

CHA
18+4

TOTAL WOUNDS/CURRENT HP SUBDUAL DAMAGE DAMAGE REDUCTION SPEED
HP
HIT POINTS
54


30
AC161313=10+2+0+3+0+0+1
10
0
+6

TOTALFLAT
FOOTED
TOUCH
AC
BASEARMOR
BONUS
SHIELD
BONUS
DEX
BONUS
SIZE
BONUS
NATURAL
ARMOR
MISC
BONUS
MISS
CHANCE
SPELL
FAILURE %
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
BASE ATTACK
+6/1

INITIATIVE
MODIFIER
7=3+4
TOTAL DEX
MODIFIER
MISC
MODIFIER
SAVING THROWS TOTAL BASE
SAVE
ABILITY
MODIFIER
MAGIC
MODIFIER
MISC
MODIFIER
TEMPORARY
MODIFIER
CONDITIONAL MODIFIERS
Fortitude
Con
5=4+1+0
+0
+
Reflex
Dex
7=4+3+0
+0
+
Will
Wis
12=7+-1+4
+2
+
TOTAL BASE
ATTACK BONUS
STR
MODIFIER
SIZE
MODIFIER
MISC
MODIFIER
TEMPORARY
MODIFIER
GRAPPLE
MODIFIER
+6=6+0
+0
+0
+
MELEE
ATTACK BONUS
+6/1=6+0
+0
+0
+
RANGED
ATTACK BONUS
+9/4=6
+3
+0
+0
+
TOTAL BASE
ATTACK BONUS
DEX
MODIFIER
SIZE
MODIFIER
MISC
MODIFIER
TEMPORARY
MODIFIER
+3 Sword, Elven ThinbladeTOTAL ATTACK BONUSDAMAGECRITICAL
+5/0
1d8+3
18-20/x2
RANGEEQUIPPEDTYPESIZESPECIAL PROPERTIES
-
One-Handed
Piercing
Medium


+2 Dagger, Wolf IronTOTAL ATTACK BONUSDAMAGECRITICAL
+11/6
1d4+2
19-20/x2
RANGEEQUIPPEDTYPESIZESPECIAL PROPERTIES
10 ft.
One-Handed
Piercing/Slashing
Medium
Returning
10 - 19 ft. 20 - 29 ft. 30 - 39 ft. 40 - 49 ft. 50 - 59 ft.
9/47/25/03/-21/-4

+2 Shortbow, compositeTOTAL ATTACK BONUSDAMAGECRITICAL
+12/7
1d6+2
x3
RANGEEQUIPPEDTYPESIZESPECIAL PROPERTIES
70 ft.
Two-Handed
Piercing
Medium

70 - 139 ft. 140 - 209 ft. 210 - 279 ft. 280 - 349 ft. 350 - 419 ft.
10/58/36/14/-12/-3

+1 LeatherARMOR BONUSMAX DEXCHECK PENALTYSPELL FAILURE
+3
6
0
10%
TYPESPEEDWEIGHTSPECIAL PROPERTIES
Light
30 ft.
15 lbs.
Fire Resistance

SKILLSMax
Ranks
12/ 6


SKILL NAMEKEY
ABILITY
TOTALL
RANKS
ABILITY
MOD

MISC
MOD
n
AppraiseInt
3=1+2
+
n
Balance*Dex
5=2+3
+
n
BluffCha
6=2+4
+
n
Climb*Str
2=2+0
+
n
ConcentrationCon
5=4+1
+
n
Control ShapeWis
-1=
+-1
+
n
Craft (__________)Int
0=
+2
+-2
n
Craft (Trapmaking)Int
2=2+2
+-2
n
DiplomacyCha
7=1+4
+2

Disable DeviceInt
4=4+2
+-2
n
DisguiseCha
5=1+4
+
n
Escape Artist*Dex
3=
+3
+
n
ForgeryInt
3=1+2
+
n
Gather InformationCha
9=5+4
+
n
HealWis
0=1+-1
+
n
Hide*Dex
3=
+3
+
n
IntimidateCha
4=
+4
+
n
Jump*Str
3=1+0
+2

Knowledge (Arcana)Int
10=8+2
+

Knowledge (Dungeoneering)Int
10=8+2
+

Knowledge (History)Int
5=3+2
+

Knowledge (Religion)Int
3=1+2
+
n
ListenWis
4=5+-1
+
n
Literacy
0=
+0
+
n
Move Silently*Dex
6=3+3
+
n
Perform (Act)Cha
4=
+4
+
n
Perform (Comedy)Cha
4=
+4
+
n
Perform (Dance)Cha
4=
+4
+
n
Perform (Keyboard Instruments)Cha
4=
+4
+
n
Perform (Oratory)Cha
4=
+4
+
n
Perform (Percussion)Cha
4=
+4
+
n
Perform (Sing)Cha
13=9+4
+
n
Perform (String Instruments)Cha
4=
+4
+
n
Perform (Wind Instruments)Cha
4=
+4
+
n
RideDex
3=
+3
+
n
SearchInt
4=2+2
+
n
Sense MotiveWis
4=5+-1
+

SpellcraftInt
5=1+2
+2
n
SpotWis
4=5+-1
+
n
SurvivalWis
-1=
+-1
+
n
Swim*Str
0=
+0
+

Tumble*Dex
6=1+3
+2

Use Magic DeviceCha
5=1+4
+
n
Use RopeDex
6=1+3
+2
Skills marked with n can be used untrained.
* armor check penalty, if any, applies.
** Double armor penalty


Ilmarë Galen
CAMPAIGNCHARACTER
EQUIPMENT
ItemValue (ea.)#Wt. (lbs)ItemValue (ea.)#Wt. (lbs)
Armor: +1 Leather: Fire Resistance
19160 gp115.00
Wondrous: Cerulean Sign +3
36000 gp1
Goods: Rope, silk (50 ft.)
10 gp15.00
Wondrous: Circlet of Persuasion
4500 gp1
Potion: Cure Light Wounds (CL 1)
50 gp3
Wondrous: Elixir of Blue Sleep
250 gp1
Potion: Detect Psionics (CL 1)
50 gp1
Wondrous: Helm of Nevanos
1500 gp12.00
Potion: Force Screen (CL 1)
50 gp2
Wondrous: Holy Symbol of Rage`s Fury
1100 gp11.00
Potion: Inertial Armor (CL 1)
50 gp1
Wondrous: Pin of Osalian`s Grace
1500 gp1
Staff: Endrade (Charges: 9)
2160 gp1
Wondrous: Silver Dolphin Pin
1500 gp1
Wand: Bless Weapon (4) (Charges: 10)
600 gp1
Goods: Backpack
2 gp1(2.00)
Wand: Cure Light Wounds (1) (Charges: 20)
300 gp2
Goods: Coin: cp (25)
25 cp1(.50)
Wand: Magic Missile (3) (Charges: 47)
2115 gp1
Goods: Coin: gp (8402)
8402 gp1(168.04)
Wand: Summon Monster III (5) (Charges: 15)
3375 gp1
Goods: Coin: sp (6)
6 sp1(.12)
Weapon: +2 Dagger, Wolf Iron: Returning (1d4)
18302 gp11.00
Goods: Entertainer`s outfit
3 gp1(4.00)
Weapon: +2 Shortbow, composite (1d6)
8375 gp12.00
Goods: Mirror, small steel
10 gp1(.50)
Weapon: +3 Sword, Elven Thinblade (1d8)
18400 gp13.00
Goods: Rations, trail (per day)
5 sp6(6.00)
Weapon: Arrows (20) (1d4)
1 gp13.00
Goods: Trapmaker`s tools
5 gp1(5.00)
Weapon: Silver, Alchemical Dagger, Masterwork (1d4)
302 gp11.00
Goods: Traveler`s outfit
1 gp1(5.00)
Wondrous: Brooch of Shielding
1500 gp1




1 - 38 lbs. 39 - 76 lbs. 77 - 115 lbs.
• LIGHT LOAD •MEDIUM LOADHEAVY LOAD
TOTAL WEIGHT CARRIED 33.00 lbs.

MONEY
COINQTYGAINED IN PLAY
Copper25 
Silver6 
Gold8,402 
Platinum0 

LANGUAGES
Ancient AltharianAuranEloranHigh CoryaniLow Coryani

Wondrous: Cerulean Sign +3

WEIGHT

0 lbs.
SPECIAL PROPERTIES
This glyph provides a bonus on saves, Armor Class, and level checks against aberrations(LoM196).

Staff: Endrade (Charges: 9)

WEIGHT

0 lbs.
SPECIAL PROPERTIES
24 charges. CLW (7L) 1 charge. Adrakene: CMW (15L) 2 charges, Healing Circle (15L) 6 charges.

Wondrous: Elixir of Blue Sleep

WEIGHT

0 lbs.
SPECIAL PROPERTIES
Type: Ingested, 1st Damage: Uncon 1d12 hrs, 2nd Damage: Catatonic (Heal/Spot DC 24 to detect) and Will (DC 13) to disbelieve nightmares.

Wondrous: Holy Symbol of Rage`s Fury

WEIGHT

1 lb.
SPECIAL PROPERTIES
Once per day, the wearer gains her Charisma bonus to attack and damage rolls for a number of rounds equal to her Charisma bonus.

Wondrous: Helm of Nevanos
Sacred
WEIGHT
+4
2 lbs.
SPECIAL PROPERTIES
+4 holy bonus to Will save vs. mind-affecting/compulsion.
FEATS
Aberration Banemagic
Armor Proficiency: heavy
Armor Proficiency: light
Armor Proficiency: medium
Craft Wondrous Item
Improved Initiative
Point Blank Shot
Precise Shot
Rapid Shot
Shield Proficiency
Simple Weapon Proficiency
Tower Shield Proficiency
Weapon Focus: Shortbow
SPECIAL ABILITIES
Special Qualities
Immunity: Disease (Ex)
Immunity: Sleep Effects (Ex)
Low-light Vision (Ex)
Bard Class Features
Bardic Knowledge (5+Int.Mod)
Bardic Music Uses: 5/day
Bardic Music: Countersong
Bardic Music: Fascinate
Bardic Music: Inspire Competence
Bardic Music: Inspire Courage (+1)
Spells
Fighter Class Features
Bonus Feat (2)
Proficiency: Armor, Heavy
Proficiency: Armor, Light
Proficiency: Armor, Medium
Proficiency: Martial Weapons: All
Proficiency: Shields
Proficiency: Simple Weapons: All
Proficiency: Tower Shield
Keeper of the Cerulean Sign Class Features
Bonus caster level (2)
Cerulean Focus
Detect Aberrant Taint
Greater Banemagic 1/day

Ilmarë Galen's Bard Spells
Level:0123456789
Known:6442------------
Per Day:3431------------

PrepSchoolSpell NameDCCast TimeRangeDurationSaveSRVSMDescription
0 LEVEL

Ench
Daze
14
1 Action

25 ft.+5 ft./2 levels

1 round
Will Negates
Yes
V,S,M
This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions (PH217)

Evoc
Flare
14
1 Action

25 ft.+5 ft./2 levels

Instantaneous
Fortitude Negates
Yes
V
Creates a burst of light, that can dazzle one creature for 1 minute unless it makes a successful Fortitude save (PH232)

Ill
Ghost Sound
14
1 Action

25 ft.+5 ft./2 levels

1 round/level (D)
Will Disbelief (if interacted with)
No
V,S,M
Allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place (PH235)

Evoc
Light
14
1 Action

Touch

10 minutes/level (D)
None
No
V,M/DF
Object shines like a torch (PH248).

Trans
Mage Hand
14
1 Action

25 ft.+5 ft./2 levels

Concentration
None
No
V,S
5-pound telekinesis (PH249).

Abjur
Resistance
14
1 Action

Touch

1 minute
Will Negates (Harmless)
Yes:h
V,S,M/DF
Subject gains +1 on saving throws (PH272).
1st LEVEL

Conj
Cure Light Wounds
15
1 Action

Touch

Instantaneous
Will Half
Yes:h
V,S
Cures 1d8+1/level damage [max +5] (PH215)

Ench
Hypnotism
15
1 Round

25 ft.+5 ft./2 levels

2d4 rounds (D)
Will Negates
Yes
V,S
Your gestures and incantation fascinate 2d4 HD of nearby creatures, causing them to stop and stare blankly at you(PH242)

Abjur
Remove Fear
15
1 Action

25 ft.+5 ft./2 levels

10 minutes; See Text
Will Negates (Harmless)
Yes:h
V,S
+4 on saves against fear for one subject +1/four levels (PH271).

Ench
Sleep
15
1 Round

100 ft.+10 ft./level

1 minute/level
Will Negates
Yes
V,S,M
Put up to 4 HD of creatures into comatose slumber (PH280).
2nd LEVEL

Evoc
Heartfire
16
1 Action

25 ft.+5 ft./2 levels

1 round/level
Fortitude Partial
Yes
V,S,DF
Negates concealment from darkness, blur, displacement, invisibility. Fort failure inflicts 1d4 fire damage/round, or hal

Ill
Silence
16
1 Action

400 ft.+40 ft./level

1 minute/level (D)
Special; See Text
Spec
V,S
Negates sound in 20-ft. radius (PH279).

Conj
Summon Monster II
16
1 Round

25 ft.+5 ft./2 levels

1 round/level (D)
None
No
V,S,F/DF
Calls outsider to fight for you (PH286).

Conj
Summon Swarm
16
1 Round

25 ft.+5 ft./2 levels

Concentration +2 rounds
None
No
V,S,M/DF
Summons a swarm of bats, rats, or spiders (your choice) to fight for you (PH289).
3rd LEVEL

Conj
Cure Serious Wounds
17
1 Action

Touch

Instantaneous
Will Half
Yes:h
V,S
Cures 3d8 +1/level damage [max +15] (PH190)

Evoc
Invoke the Cerulean Sign
17
1 Action

30 ft.

Instantaneous
Fortitude Negates
No
S
Aberrations become sickened, nauseated, dazed, or stunned (LoM211).

Quick Reference Notes

Detect Aberrant Taint (Sp): As long as you wear your Belisardan sign, you can detect the taint of aberrations. You concentrate in a 60’ cone in front of you. On the first round, you can detect presence or absence of aberrant life. On the second round, you can determine the number of different aberrant auras and the strength of the strongest aura. If the HD of the creature detected is twice your level, you are stunned for 1 round.

HIT DIESTRENGTHDURATION AURA LINGERS
1-3Faint1d6 minutes
4-7Moderate1d6x10 minutes
8-13Strong1d6 hours
14+Overwhelming1d6 days

This ability also allows you to detect the presence or absence of any mind-affecting spells or supernatural abilities in effect on any creature, as long as the effect in question was placed there by an aberration. Additionally, it reveals any creature that willingly belongs to a cult that knowingly worships aberrations. This power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

DCType of Knowledge

======================

10 Common, known by at least a substantial minority drinking; common legends of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

Bardic Music: Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

Countersong (Su): A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.

Fascinate (Sp): A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su): A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su) A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.

Suggestion (Sp): A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated. Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn’t count against a bard’s daily limit on bardic music performances. A Will saving throw (DC 10 + ½ bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.


Miscellaneous Notes

RPGA#: 41011131